scholarly journals Developing Interactive Digital Mathematics Book with Multi Representation Approach for Deaf Students

Author(s):  
I Made Suarsana

Mathematics learning objectives for deaf students are not different from normal students, but their learning approach is not the same. Learning materials for deaf students should be made simple and equipped with multi representation. With the development of ICT, multi representation has become easy and inexpensive. Therefore, the purpose of this study was to develop an interactive digital book with a multi representation approach for deaf students. This study was carried out using 3 initial stages of 4-D research and development design (define, design, develop, and disseminate). Media feasibility is determined based on the results of expert validation, practicality test, and a passing grade. The average score of book validation by the material expert was 2.92 (97.3%), learning design expert was 2.97 (99%), media expert was 2.99 (99.7%), and language expert was 2.78 (92.7%), so it can be said that the book met the validity criteria. The average score of the practicality test by students was 4.24 (84.8%) and teachers were 4.35 (87%), so it can be said that the book met the practicality criteria. The average passing grade was 83.34%, so the book met the effectiveness criteria. By meeting validity, practicality, and effectiveness criteria, it can be concluded that the digital book met the feasibility criteria as mathematical learning materials for VII-grade deaf students.

2021 ◽  
Vol 14 (2) ◽  
pp. 1-10
Author(s):  
Cici Puspaningrum ◽  
◽  
Edi Syahputra ◽  
Edy Surya

This study aims to: 1) develop an interactive digital book learning media based on a realistic mathematics learning approach on the valid, practical, and effective flat-sided geometry material (cubes and blocks) so as to improve students' mathematical spatial abilities; 2) improve students' mathematical spatial abilities by using interactive digital books based on a realistic mathematics learning approach on the flat side (cube and block) material. This research is a development research using the ADDIE model. The validity of the interactive digital book learning media assessed by the validators in terms of three aspects, namely the quality of content and objectives, learning/instructional strategies, and media design obtained a total average of 3.73 ("valid" category). The practicality of learning media is seen from the observation score of learning implementation in the first trial, which is 2.87 (category "poorly implemented") so that the second trial is carried out and a score of 3.73 is obtained (category "well implemented"). The effectiveness of learning media in terms of four aspects, namely classical completeness, student activity observation scores, observations of teachers' ability to manage learning, and student responses. The classical mastery of the students' mathematical spatial ability in the second trial was 86.67% (13 students). The average percentage of achievement of the ideal time of student activity in the second trial for three meetings was 22.2%, 26.87%, 26.87%, 13.9%, 7.87%, and 2.32%. The average score for observing the teacher's ability to manage learning in the second trial was 3.79 ("good" category). The average student response in the second trial was 3.74 ("interested" category). Based on the normalized gain index, it was found that in the second trial there was an increase in the value with a score of 0.40 ("medium" criteria).


Studi Arab ◽  
2020 ◽  
Vol 11 (1) ◽  
pp. 27-36
Author(s):  
Mezan Kesuma ◽  
Reni Puspita Sari

The objectives of this study are: 1) Developing the sharaf modules with the deductive approach, 2) Knowing the feasibility of the sharaf module with a deductive approach and 3) Knowing the effectiveness of the sharaf module with the deductive approach of class X students in Pondok Modern Madinah Labuhan Maringgai, East Lampung. The development model used the Borg and Gall model with seven stages, namely: preliminary study, research planning, design development, limited trials, limited revision of trial results, wider product testing, and wider revision of trial results. Observing the above statement, the results of this study show that: development of sharaf module with deductive approach is very feasible to use, the results of the material expert validation are 89% and the learning design expert validation results are 86%, the average score of the student's pretest is 54.16 and the posttest value is 84.16. Based on the results of calculations using the SPSS application 24, it is known that the value of to = 15.288 and ttable 1.69913 at a significance level of 5%, so it can be concluded that there is a difference between the pretest value t and posttest grade X students, because t0 15.288> ttable 1.69913, Ha accepted and Ho rejected


2018 ◽  
Vol 20 (2) ◽  
pp. 152-165
Author(s):  
Maria Dissriany Vista Banggur ◽  
Robinson Situmorang ◽  
Rusmono Rusmono

: The purpose of this study was to develop blended learning-based learning on multimedia etymology subjects. This research develops face-to-face learningcombined with online / offline learning and arranged using Edmodo platform. The method used is research and development, with a system approach referring to the Dick Carey and Carey model. The stage of product trials begins with material experts, media experts and learning design experts. Then the product was tested for XMM class students, namely one to one trials, small groups and large groups. The average score of the expert media was 3.52 or good, 4.00 material or very good and 3.73 learning design expert was good. In the testing phase for students the average score for one to one is 3.09, in the small group is 3.01 and in the large group is 3.40. The conclusion of the study is that blended learning-based learning in subjects of multimedia etymology is good and worthy of use.


2019 ◽  
Vol 2 (1) ◽  
pp. 66
Author(s):  
Iswati Iswati

This research is motivated by the difficulty in teaching geometry caused by the learning that is not appropriate, so students’ mathematics learning results are low. For that reason, there is a need to improve learning by applying the Student Team Achievement Division (STAD) learning approach. The purpose of this study is to improve the mathematical learning results of fifth-grade students of SDN 035 Taraibangun, Kampar, through the application of the STAD cooperative learning approach. This research is a classroom action research (CAR) consisting of two cycles and its implementation is in the fifth grade. The location of this research is carried out at SDN 035 Taraibangun, Kampar. Data collection has been done using test items and observation sheets. The results showed that in the initial cycle before learning using the STAD approach, student mathematics learning results were low with an average score of 58. After the implementation of the STAD approach, students’ learning results in the first cycle increased with an average value of 84, and the results of observation sheets showed that students could work with their groups and know their peers. Then, in the second cycle, the students’ learning results increased to 91. In addition, the results of observations showed that the students worked with their groups and were familiar with peer tutors. Therefore, the research hypothesis is accepted. It means that the application of STAD could improve mathematics learning results about the volume for the fifth-grade students at SDN 035 Taraibangun, Kampar.


2021 ◽  
Vol 54 (3) ◽  
pp. 425
Author(s):  
I Made Suarsana ◽  
I Gde Wawan Sudatha ◽  
Gusti Ayu Mahayukti ◽  
I Wayan Edy Ari Suandana ◽  
I Gusti Putu Suharta

The implementation of cognitive theory in multimedia development for deaf students (students with visual channels only) would be re-examined for its effectiveness. This study aimed to develop mathematics-learning multimedia based on cognitive theory for deaf students on "measurement". This development study adopted the 4D (define, design, develop, disseminate) study design. This study focused on determining the media feasibility based on expert validation, practicality trials, and effectiveness in the first year. The subjects of this study were 4 experts (content expert, learning design expert, media expert, and linguist), 2 teachers, and 7 students. The media feasibility data were collected with validation sheets, questionnaires, and tests. Furthermore, the data were analyzed using descriptive statistics. Based on the results, the feasibility level based on material experts, media experts, learning design experts, and linguists were 93.3%, 96.7%, 90%, and 93.3%, so it could be said that the developed multimedia met validity criteria. Based totally on the consequences, the multimedia practicality test for teachers and students were 95% and 93% respectively so that it could be said that multimedia met the practical criteria and the average percentage of student material mastery was 80.1% with passing grade of 71.4% so it could be said that multimedia met the effective criteria. Since the multimedia met the valid, practical, and effective criteria, it could be said that multimedia is feasible for learning.


2021 ◽  
Vol 2126 (1) ◽  
pp. 012017
Author(s):  
P Andriani ◽  
Muhammad Ali ◽  
M Jarnawi

Abstract The objective of the study is to discover the effect of the Science, Technology, Engineering, and Mathematics (STEM) learning approach on the physics learning outcomes The study is considered as quasi-experimental research by implementing the non-equivalent, pretest-posttest as the research design. There were two science classes of SMA Negeri 1 Sindue Tobata were selected as the sample of the study. The Science, Technology, Engineering, and Mathematics learning approach was applied to the experimental class while the scientific approach was applied to the control class. The learning outcomes test obtained showed that the average score of the experimental group was 15.95 and the average score of the control group was 12.25. Based on the results of hypothesis testing, obtained that tcount=3.00 and t_(0.0975(38))=2.024 at a significance level of a=0.05. It means that the value of t_count is outside the acceptance area of H_0. The findings concluded that there were differences in physics learning outcomes between the students who were taught by using STEM approach and the students who were only taught by implementing the scientific approach in SMA Negeri 1 Sindue Tobata.


2019 ◽  
Author(s):  
I Komang Sudarma

This research and development study aimed at examining the quality of the multiple intelligence-oriented learning media by adapting Hannafin and Peck model, which consists of the following phases: need analysis, design, development and implementation. Data were collected by using questionnaires and the data obtained were analyzed descriptive quantitatively. Questionnaires were also given to two experts, one media expert and one learning design expert. There were three types of learning media as results of this study. The first ones were puppets, to develop students’ linguistics and spatial intelligences, the second one was a comic, to develop students’ kinesthetics and language intelligences, the third one was a counting box, to develop students’ logical/mathematics, spatial and language intelligences. The expert judgement showed that the score for the quality of the puppets was 99,09 (very good), the score for the quality of the comic was 96 (very good), and the score for the quality of the counting box was 97,99 (very good). The average score of the learning media was 97,00 (very good).


2021 ◽  
Vol 4 (3) ◽  
pp. 479
Author(s):  
Ni Luh Ade Junia Candra Dewi ◽  
I Gede Astawan ◽  
I Made Suarjana

The lack of availability of learning media that can meet the needs of learning materials can affect the learning process. This study aims to design a prototype and produce an interactive learning media product based on Sparkol Videoscribe on the theme of caring for living things in fourth-grade elementary school, tested for validity. This type of development research uses the ADDIE model (analyze, design, development, implementation, and evaluation). However, the implementation and evaluation stages were not carried out due to the COVID-19 pandemic, and learning was done using an online system. The trial subjects of this development research were two subject content design experts, 2 learning design expert lecturers, 2 media expert lecturers, 1 fourth grade teacher, and 9 students. Meanwhile, the object of this research is the acceptability of the pop-up book media that has been developed. The method used in this research is a questionnaire method by giving assessment sheets to 2 subject content design experts, 2 learning design expert lecturers, 2 media expert lecturers, and 1 fourth grade teacher and 9 students. The data were analyzed using the mean formula to determine the average validity score of the developed media. Based on the results of the analysis of validity tests by experts and teachers, the sparkol video scribe-based learning media on the fifth-grade ecosystem of elementary schools was declared valid with an average score of 3.82 and was suitable for use in learning. Based on the analysis results, the sparkol video scribe-based learning media on the theme of caring for living things in grade IV SD is suitable for use in the learning process.


2014 ◽  
Vol 3 (1) ◽  
pp. 40
Author(s):  
Lazim. N ◽  
Zulkifli ' ◽  
Rima '

The problem on this research was that the low score of students’ learning on social science study. There werestill a lot of students that did not understand basic concepts and tended to memorize examples. It was showed by58,07% from 31 students achieving minimum criteria completeness (KKM) from students’ test score in IVCclass of SDN 108 Pekanbaru for Koperasi subject. The students’ average score was 62,4, and the KKM stated byschool was 68. Based on this problem it was needed to do an action research using cooperative learning modelsTeams Games Tournaments (TGT) type. This research aims to know whether the implementation of cooperativelearning models Teams Games Tournaments (TGT) type can improve students’ social science learningoutcomes at IVC class of SDN 108 Pekanbaru in 2013/2014 with 31students. This research was done in twocycles. First cycle consists of three meetings with one daily test and first tournament, and cycle II consists ofthree meetings with one daily test and second tournament. Instruments to collect data in this research areteacher’s observation sheets, students’ observation sheet, and tests. By implementing using cooperative learningmodels Teams Games Tournaments (TGT) type can improve students’ mathematics learning outcomes.Percentage of completeness in basic score was 54,8% (62,40 in average), and it changed into 77,4% (75,6 inaverage) in cycle I and 87,1% (81,1 in average) in cycle II. Percentage of teacher’ activity in cycle I was 81,9%and 92,3% in cycle II. Then percentage of students’ activity in cycle I was 75,4% and 92,2% in cycle II. Fromthose data it proves that the implementation of cooperative learning models Teams Games Tournaments (TGT)type can improve students’ learning outcomes at IVC class of SDN 108 Pekanbaru.Key Words : cooperative teaching and learning model, Teams Games Tournaments (TGT),learning outcomes


2019 ◽  
Vol 1 (1) ◽  
pp. 79-87
Author(s):  
Sugian Nurwijaya

This is a research and developmentstudy with limited trials which aims to develop the Mathematics Learning Package by using a geogebra-assisted scientific approach in the eight grade of MTs Al-Junaidiyah Biru, Bone Regency. Such learning package includes student books, student activity sheets, learning implementation plans and learning outcomes test. The subjects of this study were twenty two students of class VIIIC MTs Al-Junaidiyah Biru Bone Regency. The development procedure used in this study is the Thiagarajan model or 4D model (Define, Design, Develop, and Disseminate) which includes four phases, namely the limitation, the design, the development, and the small scale distribution phase. Learning packagewith geogebra-assisted scientific approach that had been developed have been validated by experts and have been revised so that results are feasible to use. The results of limited trials show that the learning package produced has been practical and effective. (4) skor rata-rata yang diperoleh siswa pada tes hasil belajar adalah 78,40 dari skor ideal 100 dengan standar deviasi 11,89. Dimana 19 dari 22 siswa atau 86,36% memenuhi ketuntasan individu yang menunjukkan bahwa ketuntasan klasikal tercapai.The results of data analysis are as follows: (1) teacher activities can guide groups to work and learneffectively; (2) students generally give the positive responses to the developed learning package; (3) mathematics learning package with geogebra-assisted scientific approach make students more active in the learning process; (4) the average score obtained by students on the learning outcomes test is 78.40 from the ideal score of 100 with a standard deviation of 11.89. Then, 19 of 22 students or 86.36% fulfilled individual completeness which shows that classical completeness was achieved


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